View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0002226 | The Dark Mod | AI | public | 26.05.2010 15:59 | 03.06.2011 03:59 |
Reporter | Melan | Assigned To | Baddcog | ||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | closed | Resolution | fixed | ||
Platform | Win32 | OS | Windows | OS Version | XP |
Product Version | TDM 1.02 | ||||
Fixed in Version | TDM 1.03 | ||||
Summary | 0002226: Lanternbots turn invisible when slain | ||||
Description | Lanternbots can be slain in melee combat, upon which they seem to disintegrate, but leave behind invisible wreckage. | ||||
Tags | No tags attached. | ||||
Attached Files | lb_dies.map (13,096 bytes)
Version 2 // entity 0 { "classname" "worldspawn" "editor_drLastCameraPos" "-448.933 180.975 45.5084" "editor_drLastCameraAngle" "-2.4 358.5 0" // primitive 0 { brushDef3 { ( 0 0 1 -200 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 0 1 0 -260 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 1 0 0 172 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 0 0 -1 -56 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 0 -1 0 -316 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( -1 0 0 -832 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 0 0 -1 192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 } } // primitive 1 { brushDef3 { ( 0 0 1 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 0 1 0 -268 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 1 0 0 172 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 0 -1 0 -820 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( -1 0 0 -832 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 0 -1 0 260 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 } } // primitive 2 { brushDef3 { ( 0 0 1 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 0 1 0 -260 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 1 0 0 164 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 0 -1 0 -316 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( -1 0 0 -1160 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( -1 0 0 -172 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 } } // primitive 3 { brushDef3 { ( 0 0 1 -184 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 0 1 0 -260 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 1 0 0 172 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 0 0 -1 -72 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 0 -1 0 -316 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( -1 0 0 -832 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 0 0 1 64 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 } } // primitive 4 { brushDef3 { ( 0 0 1 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 0 1 0 -748 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 1 0 0 172 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 0 -1 0 -324 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( -1 0 0 -832 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 0 1 0 316 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 } } // primitive 5 { brushDef3 { ( 0 0 1 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 0 1 0 -268 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 1 0 0 -148 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 0 -1 0 -324 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( -1 0 0 -840 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 ( 1 0 0 832 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/bricks_mossy01" 0 0 0 } } // primitive 6 { brushDef3 { ( 0 0 1 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/wood/boards/pier_platform" 0 0 0 ( 0 1 0 -104 ) ( ( 0.01339285714285714 0 -9.32142870766776 ) ( 0 0.00390625 0.75 ) ) "textures/darkmod/wood/boards/pier_platform" 0 0 0 ( 1 0 0 328 ) ( ( 0.01339285714285714 0 1.392857142857143 ) ( 0 0.00390625 0.75 ) ) "textures/darkmod/wood/boards/pier_platform" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/wood/boards/pier_platform" 0 0 0 ( 0 -1 0 -120 ) ( ( 0.01339285714285714 0 12.32142884390695 ) ( 0 0.00390625 0.75 ) ) "textures/darkmod/wood/boards/pier_platform" 0 0 0 ( -1 0 0 -696 ) ( ( 0.01339285714285714 0 1.392857142857143 ) ( 0 0.00390625 0.75 ) ) "textures/darkmod/wood/boards/pier_platform" 0 0 0 } } // primitive 7 { brushDef3 { ( 0 0 1 -192 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 0 1 0 112 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/editor/visportal" 0 0 0 ( 1 0 0 696 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 0 -1 0 -120 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( -1 0 0 -832 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 } } // primitive 8 { brushDef3 { ( 0 0 1 -192 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 0 1 0 112 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/editor/visportal" 0 0 0 ( 1 0 0 172 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 0 -1 0 -120 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( -1 0 0 -328 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 } } // primitive 9 { brushDef3 { ( 0 0 1 -192 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 0 1 0 -104 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/editor/visportal" 0 0 0 ( 1 0 0 696 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 0 -1 0 96 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( -1 0 0 -832 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 } } // primitive 10 { brushDef3 { ( 0 0 1 -192 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 0 1 0 -104 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/editor/visportal" 0 0 0 ( 1 0 0 172 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 0 -1 0 96 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( -1 0 0 -328 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 } } // primitive 11 { brushDef3 { ( 0 0 1 -192 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 0 1 0 -260 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 1 0 0 328 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/editor/visportal" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 0 -1 0 104 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( -1 0 0 -336 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 } } // primitive 12 { brushDef3 { ( 0 0 1 -192 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 0 1 0 120 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 1 0 0 328 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/editor/visportal" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 0 -1 0 -316 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( -1 0 0 -336 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 } } // primitive 13 { brushDef3 { ( 0 0 1 -192 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 0 1 0 -260 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 1 0 0 688 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/editor/visportal" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 0 -1 0 104 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( -1 0 0 -696 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 } } // primitive 14 { brushDef3 { ( 0 0 1 -192 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 0 1 0 120 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 1 0 0 688 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/editor/visportal" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( 0 -1 0 -316 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 ( -1 0 0 -696 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0 } } // primitive 15 { patchDef2 { "textures/darkmod/carpet/rugs/ornate_red_tan02" ( 3 3 0 0 0 ) ( ( ( -528 144 -63.875 0 0 ) ( -528 188 -63.875 0 0.5 ) ( -528 232 -63.875 0 1 ) ) ( ( -508 144 -63.875 0.5 0 ) ( -508 188 -63.875 0.5 0.5 ) ( -508 232 -63.875 0.5 1 ) ) ( ( -488 144 -63.875 1 0 ) ( -488 188 -63.875 1 0.5 ) ( -488 232 -63.875 1 1 ) ) ) } } } // entity 1 { "classname" "atdm:ai_citywatch" "name" "atdm_ai_citywatch_1" "origin" "-752 -216 -64" "target" "path_corner_3" "team" "0" } // entity 2 { "classname" "light" "name" "light_1" "origin" "-752 184 64" "light_center" "0 0 0" "light_radius" "320 320 320" "_color" "0.50 0.50 0.50" "nodiffuse" "0" "noshadows" "0" "nospecular" "0" "parallel" "0" } // entity 3 { "classname" "light" "name" "light_2" "origin" "-280 -200 64" "light_center" "0 0 0" "light_radius" "320 320 320" "_color" "0.50 0.50 0.50" "nodiffuse" "0" "noshadows" "0" "nospecular" "0" "parallel" "0" } // entity 4 { "classname" "atdm:ai_lantern_bot" "name" "atdm_ai_lantern_bot_1" "origin" "-768 184 -64" "target" "path_corner_1" "team" "0" } // entity 5 { "classname" "path_corner" "name" "path_corner_1" "origin" "-720 184 -56" "target" "path_corner_5" } // entity 6 { "classname" "path_corner" "name" "path_corner_2" "origin" "-264 -216 -40" "target" "path_corner_3" } // entity 7 { "classname" "info_player_start" "name" "info_player_start_1" "origin" "-808 232 -56" "angle" "0" } // entity 8 { "classname" "path_corner" "name" "path_corner_3" "origin" "-720 -216 -32" "target" "path_corner_1" } // entity 9 { "classname" "path_corner" "name" "path_corner_5" "origin" "-264 184 -32" "target" "path_corner_2" } // entity 10 { "classname" "trigger_entityname" "name" "trigger_entityname_1" "model" "trigger_entityname_1" "origin" "-508 188 -40" "entityname" "atdm_ai_lantern_bot_1" "target" "func_damage_1" // primitive 0 { brushDef3 { ( 0 0 1 -24 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/trigentityname" 0 0 0 ( 0 1 0 -44 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/trigentityname" 0 0 0 ( 1 0 0 -20 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/trigentityname" 0 0 0 ( 0 0 -1 -24 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/trigentityname" 0 0 0 ( 0 -1 0 -44 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/trigentityname" 0 0 0 ( -1 0 0 -20 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/trigentityname" 0 0 0 } } } // entity 11 { "classname" "func_damage" "name" "func_damage_1" "origin" "-480 192 24" "target" "atdm_ai_lantern_bot_1" } // entity 12 { "classname" "light" "name" "light_4" "origin" "-776 -224 64" "light_center" "0 0 0" "light_radius" "320 320 320" "_color" "0.50 0.50 0.50" "nodiffuse" "0" "noshadows" "0" "nospecular" "0" "parallel" "0" } // entity 13 { "classname" "light" "name" "light_5" "origin" "-256 168 64" "light_center" "0 0 0" "light_radius" "320 320 320" "_color" "0.50 0.50 0.50" "nodiffuse" "0" "noshadows" "0" "nospecular" "0" "parallel" "0" } | ||||
Every time? I didn't notice this when I tested them earlier. | |
I have done some further tests. What tends to happen is that when slain, the bot gradually sinks into the floor, but some invisible part of it remains in existence and blocks movement. Item two: when hit with a sword, it produces a non-metallic collision sound. I don't know if this should count as a separate issue but here is is. |
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I'll add a test map showing a lanternbot death. Also, in my case, a lanternbot slain by an AI doesn't sink slowly into the floor. He drops out of sight, as if the floor opened up under him. |
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I uploaded a test map, lb_dies.map. It includes a lanternbot and guard on patrol. Both on team 0, so they won't bother you. The carpet is under a trigger that will damage the bot as he crosses. The guard will lap the bot, so you can see when the guard walks across the carpet, he isn't blocked. He'll continue around the loop. When the bot crosses the carpet, he dies. The model lifts up off the floor and is immobile. When the guard comes around again, he behaves as if the dead bot isn't in his way, and he bumps up against it and his forward movement is stopped. He'll continue his walking animation, though. As if his forward motion has been transferred to the dead bot, the bot begins sliding forward beyond the carpet. Halfway to the far wall, he keels over and continues his slide until he hits the wall. He'll go halfway into the wall and stop, but the model continues to twitch. The guard is quite happy walking in place. You can walk up to the blockage and it'll stop you as well. If you bump the dead bot before the guard comes around, your motion is NOT transferred. The bot simply acts like an immovable object. |
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the af hasa been readded to the lanternbot .def that fixes the issue of the collision bering present after bot dies, it also fixes the floating/sinking issue. |
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Date Modified | Username | Field | Change |
---|---|---|---|
26.05.2010 15:59 | Melan | New Issue | |
26.05.2010 17:08 | Springheel | Note Added: 0003018 | |
29.05.2010 08:53 | Melan | Note Added: 0003023 | |
03.06.2010 19:42 | grayman | Note Added: 0003039 | |
03.06.2010 19:45 | grayman | Note Edited: 0003039 | |
03.06.2010 19:45 | grayman | Note Edited: 0003039 | |
03.06.2010 20:30 | grayman | File Added: lb_dies.map | |
03.06.2010 20:39 | grayman | Note Added: 0003040 | |
08.06.2010 17:42 | grayman | Note Edited: 0003039 | |
09.10.2010 03:43 | Baddcog | Note Added: 0003235 | |
09.10.2010 03:43 | Baddcog | Assigned To | => Baddcog |
09.10.2010 03:43 | Baddcog | Status | new => assigned |
09.10.2010 03:44 | Baddcog | Status | assigned => resolved |
09.10.2010 03:44 | Baddcog | Resolution | open => fixed |
09.10.2010 03:44 | Baddcog | Fixed in Version | => TDM 1.03 |
03.06.2011 03:59 | greebo | Status | resolved => closed |